Thanks, Wiz!
Merak, not sure where you're going with this. I mean, I'm not
against the idea of verisimilitude, even in a fantasy game -- I hate it when my players describe their PCs' combat actions in terms that aren't realistic, fighting-wise. I also don't like it when fireballs do nothing but deliver damage, with no wash of heat or ignition of small flammable items or anything like that. Within the contex of the game, I prefer that there be verisimilitude.
But that phrase at the beginning is the important one.
Within the context of the game, it makes complete sense that if your wizard can throw bolts of fire and your monk can fall 50 feet without injury, your fighter/rogue can, in the same world, slide across a table, scissor-kick a waiting orc's spear out of its hands, kick the orc in the forehead, catch the spear in midair, and catch the stumbling orc through the heart with it before he falls while rolling off the table and back into the fray.
(Which you can do according to the rules with a charge attack, assisted by a Jump check to handle the table, and if the Jump succeeds by 5 or more, you rule that the move is so fast and surprising that the orc loses his attack of opportunity for the unarmed attack and you give the fighter/rogue guy a +2 bonus to damage, and maybe even allow sneak-attack damage, in addition to his charging bonus to the attack. The disarm-and-spear bit is either flavor-text, or it's handled next round.)
I haven't had universal success with this type of cinematic game, letting skills be used to get bonuses in combat, but some of my players have loved it. Anyone who was willing to give up a full-round attack in order to do some cool flashy movement-followed-by-attack deal had a blast.